Showing posts with label costume. Show all posts
Showing posts with label costume. Show all posts

Friday, 9 September 2016

Council City Clom Vah

"The discrepancy between the rough cliffs and the friendly citizens, the bright port and light-dappled city, the carelessness and involvement of Clom Vah is nothing short of puzzling, and amazing."
— Lerronor Stronghand, traveller
Clom Vah is the council city of Gdera. All Gderan states and peoples send emmissaries here for talk, trade, and dispute. It lies at the bend of the Mahal Bay on the east coast, atop a sheer cliff, and is built into the gigantic trees of the Great Green forest, the boroughs connected with hanging bridges, high streets, passenger birds, or even sailgliders. Its only competition in importance is mighty Gderet's capital Etnaprishta.
Most famous is the Clomvahian voice hall, the largest there is, roofless and housing the sitting dryads' statues, as well as a large number of voices, and a veritable army of listeners.
"There's no point in denying one's own fault, and stupidity and pride along with it. Better, and wiser, to admit, and fix, and no tears will have to be shed."
— Gderan saying
The Clomvahians dress in vividly coloured chestcloth and hip-wrap, and what skin shows is bedecked with large jewelry and graphical shapes of paint. They are, as most Gderans, happy to share living space, and Clom Vah's streets are bustling with animals. Clomvahians embrace the new, are optimistic to a fault, very forthcoming, outspoken, and open-hearted. Some visitors are irritated by this, but the chance of meeting an actual Clomvahian amidst all the travellers is only one in three.


Artists' notes
I remembered adventure novels of my childhood, describing the foreign ways of exotic peoples, and wanted some of that to be mirrored in Clom Vah's culture - almost radical, but suitable to their environment; certainly strange, but relatable; and smart, even noble, once understood. The idea for the traditional dress came from the elven race sheet. I recently developed institutions of Clom Vah which will be introduced later, like the Mage's School.

Tuesday, 12 April 2016

The mul'ahman

The mul'ahman, or diggers, are a species that is very quiet and barely ever noticed, and they're fine with that. A mul'ahman is a stocky person averaging 1,50m in height, covered in dark brown to black, velvety fur with small eyes and lots of white whiskers. Their shoulders and arms are very muscular, their clumsy fingers make shovels, and indeed diggers do dig surprisingly fast. Not being too good with colours, their clothes come in trademark earthen tones.

"They are gentle, well-mannered, peaceful, and value musical instruments over weapons. We wish we could convince more to come to us as sappeurs; still, Mul'geranan is probably our best neighbour. Sadly, it is also our shortest border."
— Diramanashka, Brightholder
The diggers' most known settlement is the state Mul'geranan in southern Sawa, where the underground dwellers live undisturbed; unlike other species, they show little interest in other folk. Because of their small numbers, they are left to their own devices, but enjoy company when given the chance.
"It has long been discussed if we should invite above-grounders to live with us, but we fear our love of slowness might be to our disadvantage, and so we keep discussing. Slowly."
— Nambi, mul'ahman

Artists' notes
These guys are just so nice. I don't even have anything planned for them yet. One might think such a calm people among all the rowdy neighbours of Brighthold would be in constant danger, but because of their peacefulness, Brighthold keeps them safe. I considered throwing them out several times, because they're so literally anthropomorphic, but I looked around my species and let it slide.
Now, this is probably really the last species in Genius Loci, although I won't promise there aren't any living in the far mountains or the deep south or wherever.

Friday, 15 May 2015

Garren clothing

"I'm not wearing that. I'll look like a humped idiot. I'll rather freeze my tail off."
— Badhea, Gderan gar
The garren have a crest down their back, from between the eyes to the tip of the tail. This argues with clothes, but craftsmen have long found solutions.
Garren shirts and trousers have straps sewn on to go over the crest's dips. Stiff, backless shirts are held up by the sleeves, or are worn with a ring on the neck and another around the waist. Garren can have the crest slit to fit fasteners through, or have it pierced with a knobbed fastener to tie clothing to; this is usually done by hairdressers. Buttons can be glued to either side of the crest with strong resin, and wearers may need help buttoning up. And of course, some simply wear pull-over clothes; when made of heavy fabric, they weigh the skinny crest down.
Trousers are cut to allow room for the tail but have some excess down the tail to cover the buttocks thoroughly; some regional costumes enclose the entire tail. Garren clothes are more expensive when they are snug fits.
"These tail bags are nicely warm."
— Badhea, traveller
Aesthetically, a standup crest is sightlier as well as more comfortable, and well-tailored dresses are prettier than bulging backs. Garren much prefer warmth, and cold regions sport special makes that enclose the crest separately. Morégar have it easier, with straps that fit right between the separate spikes. In general, since the garren are changeably colourful and care for aesthetics, sufficient garren population means the traditional dress takes their needs into account.


Artist's notes
I've had discussions about my lizard people wearing normal clothes, with trousers and shirts despite their crests. My argument stands; if the dominant culture says to wear clothes, you will wear whatever keeps you warm and decent - what's the point of looks when you die of cold?

Tuesday, 20 January 2015

Brighthold

The vast majority of political, financial, and social positions lies with women in the highly militarized Sawan country Brighthold, weapons-related professions being closed to men. So, men stay at home during their wifes' long war tours, and take care of the large families and fort-like homes.
Brighthold has the world's largest and best-led army, and keeps the many bickering tribes and nations around in order. Their heroines are known far and wide, their skills undisputed and admired, their honour unquestionable. At home, Brightholders enjoy the simple life, social gatherings with bards, and their families. The Crowned is chosen by the Nobles' Assembly, and has never yet been cruel or unskilled.
"We just left the west, and we have to go back already and settle down the neighbours we just defended? Why can't the world stay saved for a day or two?"
— Unedirokar, soldier
Although Brighthold lies in the south, as a plateau it is windy and rather cool in temperature.
The Brighthold wear consists of leathers and pelts, exquisitely worked and adorned with animal tails, rims, pearlwork, and embroidery; woven fabrics are rare and expensive. The notable "underwear" is a leather suit covered with the typical, irregular metal plates. Brightholder civilians are proverbially "better armoured than other armies' skirmishers". Men's and women's clothing differs only slightly in elaboration and practicality.
"Ah, whenever my wife is home she disrupts our routines, leaves messes, and frightens the children with her challenges and loud behaviour. Still, we love her; I wish she'd stay longer so we could have another child - but alas, some tribe in the north is sure to rattle their spears and she'll leave sooner than we think."
— Halakamiron, husband
Artists' notes
I can't remember how Brighthold ("Lichtfeste") became a matriarchy, but it stuck and now I have all kinds of plot lines around it. It's not a feminist statement, though, I believe the only way to live in peace is if we agree genders aren't different. Brighthold was one of the earliest and because of its extremes most notable countries I invented; the costume is inspired by the Native Americans' and always fun to come up with.

Friday, 17 October 2014

Hunes

Standing an average of two meters, hunes are the tallest people after raganaj. They are pale, almost white, and sport two thumbs - one on either side of their delicate but strong hands. Hunes are mute. They can make sounds but not form words, although they understand perfectly well, and sophisticated sign languages help them to communicate.
Hunes travel by branch, swinging along with great strength, and in the thick forests of Gdera achieve a good speed, and because of this they mostly live in Gdera. Hunes love eating, but for some reason, however much they eat, they never grow fat.
"Bedanga is called the silent lands for its majority of hunes, and indeed it's very quiet - certainly not because of their political insignificance... They have a surprisingly lovely singing voice, though."
— Nened Tramnak, Nalsiir trader
Hunes are a gentle and understanding people. They like company but can well be alone; because of their muteness, they are often granted a few childlike exceptions from social expectations - a role that not all hunes fancy, and there are notable warriors, scientists, and speakers among them. The royal family of the Gderan state Bedanga are hunes. Their muteness lessens somewhat in the Years of Sorrow, but no hune has ever spoken outside the Area.
"The third bowarcher might have been a hune. Or an albino, the records aren't clear. But then, aren't hunes albinos?"
— Anannta, mage
Artists' notes
The name is a phonetic comparison to the German word Hüne, which means a very tall person, but giant is too tall, so here we are. Speak: hoons. Hunes were among the major races once but when I made them mute I moved them more to the sidelines, where they now hang out with other known but mysterious folk, like the mul'ahman.

Monday, 10 February 2014

The Singing Ryaq


The vast ocean at Gdera's west coast is regarded as the continent of water, the fourth "landmass". The myriad of islands are home to most peculiar tribes and cultures, and the less reachable shores harbour many secrets. Among the largest islands are Gat-Gat, the main island of the Gat archipelago; cold, northern Tuulmenhan; and Asfilass, off Gdera's coast.
The flying raganaj have an advantage here, and many seafolk live with the tribes. Beja, who much enjoy water, are happy here as well. There are, however, no more fleeters here than elsewhere; it seems that they prefer sweetwater.
"To the fifth grade, my line of masters has tried to map the Ryaq, and I have followed. We never managed it, and my apprentice chose a less hopeless task - mapping ley lines."
— Naniwat, mapper

Because some of the tiny islands are so remote - some barely more than a rock that happens to support a little vegetation and some tents - cultures are more separate in the Ryaq than elsewhere. Some peoples openly welcome strangers who bring news and wares, others attack without warning. Few maps exist of the Ryaq. Notable places include the Summerstar Islands that rose after a meteor hit, the Fleeterstep Islands towards the Gat archipelago, and the Burning Islands and Firehome off Sawa's coast, where allegedly many plasmats live.
"Sanskanar's eternal storm makes it damn near impossible to sail there. If you make it, though, and out again, you'll live like a prince."
— Fanana Balshirom, captain

Artists' notes
I only made the map to the Ryaq recently. There are more islands than I first expected, some very remote, but there's not quite so much space as in the Pacific. Still, islands are always hard to get to, so there will be space for stories about lost treasure, hidden kingdoms and whatnot. And pirates, too. Harr!

Thursday, 23 January 2014

The Red forest

The Red forest is considered the most dangerous of all of Gdera's woods. The Red is poisonous; its plants, animals, even the soil can be lethal. The traveller can be killed by eating, sniffing, or touching the fleshy plants, by being pricked or cut, sleeping under or leaning against them, being eaten or overgrown, and countless other ways. Many animals are venomous as well. Since the dosage makes the poison, the Red forest offers a plethora of medicinal substances that are used all over the world. Among the most known plants are the widely planted meereh tree ("Miere", bright red, tasty fruits on a poisonous tree), and the infamous woundberry.
"Grandmother died of a ral leaf's prick, father from fassalia pollen, my husband of hegitio bark, my eldest child from kabi thorns. For all my knowledge, the poisons are as devious and elusive as master assassins."
— Gewron, apothecary
Its few inhabitants are nomadic, and the Red forest is avoided by travellers when they can. Clothing is more protective than pretty and mostly leather. The natives are always wary and overly careful, often grumpy because of their hard lives, but appreciative of the Red's lethal beauty. Because of high children's mortality rates, mothers are often sent outside the forest.
"We never know whether to encourage or forbid research in the Red forest. Cures for the foulest diseases have been found, but the question always is, will the forest kill the mage before she pries some secret from its poisonous grip?"
— Bouve, mage
Artists' notes
The most alien forest even before the White, the Red offers storytelling opportunities somewhere between hot wire games and tribes with poison arrows. Fantasy classically features lots of strange forests, and this one is hell become wood, with much inspiration from the Sierra Madre. I imagine Red forest scenes as brightly lit, but claustrophobic, like post-apocalyptic movies.

Thursday, 14 November 2013

The White forest

"Night scares us outside the White. Black shadows and lightless skies are unknown to us. We much prefer the White Night - one can see into one's mind much easier."
— Uomiqa, villager

The pale fungi plantlife names the White forest. It grows in tropical regions; tree-sized fungi shadow the ground, bundles of mushroom stems take the bushes' place, but there are some regular plants as well. Many people consider the White forest boring - the inhabitants agree, and love it. There are no dangerous animals or plants, few natural dangers, and the soft, squishy flora prevents most accidents. Finding food in the largely indigestible plantlife is tricky, however. Life in the white forest is slow and soft, and comes to bloom after dusk; the many-coloured glow of plants and animals hold night at bay.

"The rumours about the White night seem true - the inhabitants can apparently read thoughts. Whether this has the same source as the Gderan shimmer or another is unclear. As is the shimmer's source."
— Mage Ralvirr Jix, in a lecture

The people of the White forest are both playful and deep-thinking. They greet change but do not seek it, as they say. Clothing is wide and practical in pale colours, feet bare. Settlements are easy to transport and light-weight and put on the forest's middle floor. They are mostly left alone by the world, and most denizens are human living their vegetarian diet.

Artists' notes
My biggest influence for the mushroom forest was "Nausicaa of the Valey of the Winds", particularly since the film showed many types of fungi instead of the classic champignon shape; I was equally impressed by the fantastic vistas of Avatar. Shroom forests are somehow associated with playful surrealism and Alice in Wonderland fantasy stories, but the White forest is fairly normal (though trickier to paint, since I can't hide everything in foliage).

Friday, 6 September 2013

Speakers: Mages and Wizards

There are two schools of spellcasters: Mages and Wizards, together called speakers.
Mages follow the teachings of Ghabnah, who postulated that in order to understand the world, one must first understand every aspect of it. Mages cast formulaic spells that produce reliable effects depending on skill.
Wizards believe in the wisdom of Turachgekhan, who claimed that only by understanding how everything is connected, can the universe be understood. Wizard spells are powerful, but cannot be repeated the same way.

"Calling us undisciplined - ridiculous. Only a fool will fail to recognize the effort to juggle all the world in one's mind."
— Numi Ashkarot Bel, wizard

Both are equally regarded by society, have equal numbers, and show equal power. They are often at each others throats for absurd reasons; speaker wars are usually short, but devastating.
Because of their philosophies, wizards tend to occupations supporting widespread knowledge, and prefer social sciences; while mages like to quantify, and do so in natural sciences. This is supported by mages having a natural knack for all measurements, and wizards' gut feelings being always right.

"Laughing about tables and equations suits the wizards well. How will you recognize two things are related if you didn't understand either in the first place?"
— Absil Blackmane, maga

Despite their disrespect for one another, the two factions let candidates choose freely. Mages provide schools and exams proving the young mage's cunning. Wizards travel and keep their ranks loose, and often devote themselves to one or two of the Four elements and their principles.

Artist's notes
The speakers are sometimes difficult to balance, but I love the idea of scientism vs. intuition, and I am undecided which I like better. Most fantasy settings I know feature more groups, like witches, druids, several mage's guilds etc. Because there only two parties in Genius Loci, their members will be more versatile and individual.

Monday, 3 June 2013

The shimmer

"The day I realised my shimmer was entirely gone, I cried, and cursed the wretched foreign lands my lord had sent me to. When I found it in my skin again after my return, I held a feast on that day every year."
— Syfa han Dannas, ambassador
All inhabitants of Gdera have "the shimmer". It's a gleam of the skin and hair, like powdered metal, and considered rather attractive. Humans, however, shine and don't just shimmer, in an amount that can cause eye damage. Because of the humans' need for it, many cultures wear ornamented eye protection.
Travellers acquire the shimmer soon after their arrival in Gdera and loose it after their departure; again, not humans. The shimmer is an honour badge of sorts, and Gderans look down their shimmering noses on those who have none.

Artist's notes
The strong eye makeup of desert peoples from the Egyptians onward is in fact protective against sun and parasites. I always liked adding decorum to portraits, and have a wide range of choices from mud to silk veils with the shimmer. In any case, distorting faces with patterns or hiding them behind veils and masks is an interesting character design feature.